Please,I would like to change the look in the game of my "perso" you choose, for example Trader Bandit Olivius.I saw stalker_bandit_1,but if I change the ogf,all bandits take the new change.Not good I just want an unic look!

How is it possible ,please,to just change one look for one PNJ,here Trader Bandit?

And also please,how in the SDK can you see an animation for an ogf?I convert ogf in .object,in bones ,in skls but ...I can't show where I lauch the anims.

Sorry for my newbie questions as usual,you're my reference...

Thank again for all you make about this game.I'm bluffed by the Auto_updater,(excellent green large font for version ),and I just install AO3 on the last version.Each time we have to enjoy news things!So great!

Thank you Dear Friend for your answer.Mostly I hope you have recovered well and you're very well now.Take care of you ,please !

Sorry,I have always trouble with paths...

I have a new pnj.ogf and textures associates,I put their in right place (as the other PNJ) ,but I don't know how associate these new files to the visual stalker_bandit_1 .I'm sorry...I can't see the file where the paths to the ogf is make.

I would ask you (as usual ) a help ,please.I wonder now to manage to convert a model of Soc in CoP.Long time I try and ... fail it ...So perhaps now, it will be the good new try

I first convert the soc ogf ,to have the bones and object .That is ok.Then ,open it correctly in SDK 04 Soc .Need to find missing textures and add them.That is ok now for the model.

So now ,I need to modify the model under MilkShape(not the same bones in CoP and Soc).But I lost and can't find again your tutorial you made Bangalore for converting PNJ.I search in GSC,I'm confused...Certainely lost it when I delete an old folder...

And I can't remember exactly what to correct ...I have only write hand some word...Can you help me once again about that?

And once the modification done in MS3D,I need to export the model and open it in CoC Actor editor,right?It need new modification in Coc sdk or not?Save it and you think it will be good?

I even remember a screen ,where you added many girls in Skadowsk,and you said that was easily to do

"Some sort of pressure must exist; the artist exists because the world is not perfect. Art would be useless if the world were perfect, as man wouldn’t look for harmony but would simply live in it. Art is born out of an ill-designed world."

I read in part 2 of tutorial (Transfer to CS/COP),it need CS SDK.It's mandatory to have it? I can't do the job only with the SoC 0.4 SDK and CoC SDK?

Best Regard Dear BangaloreYou realise an exceptional an unique game.I have so much gratitude for the incredible work you have done for so long time.Thank you very much for allowing us to enjoy our favorite universe, now in amazing condition.

"Some sort of pressure must exist; the artist exists because the world is not perfect. Art would be useless if the world were perfect, as man wouldn’t look for harmony but would simply live in it. Art is born out of an ill-designed world."

Well, i just compiled all.spawn with this update. It has some difference with 1.4.10. Is it essential or not?

Not essential, the size can be a little different.

"Some sort of pressure must exist; the artist exists because the world is not perfect. Art would be useless if the world were perfect, as man wouldn’t look for harmony but would simply live in it. Art is born out of an ill-designed world."

Alundaio wrote:Try xrEngine.exe directly but with the start in path set to the main coc directory

I do not quite understand you. If I run through xrEngine that nothing has changed, still the same error. Maybe from the fact that in my spawn does not include all locations, but only trucks cemetery and mine?

I also have an issue with roads and shadows. Roads are constantly flicker and angular shadows. This is definitely not due terrain_mask and does not depend on the object road. I tried to do build with different settings, but nothing changes. Only on the "draft" it's okay, but there are no alpha channels, and other trifles.http://imgur.com/a/TJu9F

Just when I restart the SDK I lose all sectors and sound env, although the folder location file sector.part and sound_env.part will not disappear. Of course I press "save" before exiting.

I also noticed that all the boxes with profile "devices/inventory box" stopped working. That is, at the approach to such a box just does not show anything, as if it were a static object. But if I put a check mark next to "In group editable" when everything works: http://imgur.com/airl65Z But here arises another problem - now "stash" is not the box itself, and place near him:http://imgur.com/a/fZMVK

A couple of problems that are associated with most scripts and configs than SDK. I can not get to work properly alife when I try to spawn the usual stalkers. Example stalker_sim_squad_advanced they do not go to work, just hanging around at the neighborhood. The log says "squad stalker_sim_squad_advanced0769 has no target". If I do my own squad through squad_descr and prescribe target_smart = rod_sim_1 they start work. I do not understand then why at other locations do not have such errors, because the standard squads simply is no such option.And the second problem in this area. It did not get to make logic to sleep stalker. My script:

In the SDK I create a way with two points and just as well named it, but it does not work. I tried to cut in to the config path_walk = sleep_1_walkI tried to create the same look or the way to call path_main = sleep_1_walk but nothing changes. Maximum I see the error of incorrectly named path. By the way, animpoints from these files work correctly.

P.S. Sorry for the wall of text, I just really do not have anybody else to turn All pretend to be clever programmers and modders, but no one knows anything. You are my last hope. I'm not asking to solve all this for me, but maybe you know at least something from this list, and you can help me. Regards.

There are basically two types of squads. Simulation NPCs and Story NPCs. Almost everyone you see in game is a simulation NPC unless they are a trader or someone you always see sitting at that smart terrain. Simulation NPCs use dynamically generated jobs created by the gulag_general.script. Story NPCs use exclusive jobs defined in the smart ltx under the exclusive job's section.

If you set target_smart for a squad, that means the scripted engine expects this squad to have an exclusive job.

What are you trying to do? Are you trying to create new simulation jobs or new exclusive job for a story npc? If you want to create new jobs for simulation then you need to follow specific naming schemes for waypoints in which the gulag_general will parse and create new jobs.

For example, say you want to create new sleeper jobs. Lets look at gulag_general.script:

That's it, run the game with the new all.spawn and you should see stalkers use this job. Might want to give gulag_general.script an examination, even if you don't understand lua.

Technically, you can create exclusive jobs that simulation NPCs can use. Just have suitable = {=check_npc_name(sim_default)} true, false and something like prior = 45. But really this is more time consuming since you have to hand-craft each job, unless of course it's your intention to make each job uniquely different. Like for example a job that switches between a waypoint and an animpoint.

"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."